During Episode V
EDGE OF THE EMPIRE
It is a period of grave danger. The battle of Hoth has been lost for the Rebellion and it took flight.
While it can still count on numerous friendly systems to hide its fleet, the Imperial Navy relentlessly hunts down rebel ships with the help of its large network of spies.
Just as the Rebel Alliance re-activated an old outpost and hospital in the system of Candor to gather its scattered fleet before vanishing in the Outer Rim, the Empire decided to deploy the Star Destroyer "Coruscant" and its battle group.
That was not really clear and I realized that there is a RPG game with a similar name.
The campaign is not about RPG, it is about Armada and Two Hours Wargames, using 5150 Star Navy rules.
I will use Star Wars armada ships and shooting rules (dice, ...) and THW for most of the reaction mechanics.
The campaign and between-turn activity will use home rule described earlier here.
I plan to use the Military (Empire) and Free Company (Rebel) Reaction Checks.
Rebels and Empire morale will be checked every turn. The effects will mostly affect their REP checks during battle. Low morale will make fleet breaking out faster. Morale check will not affect fleet reinforcement.
Breaking out rule update:
A ship will jump in hyperspace after 2 turns of breaking out, assuming engine are not dead.
Campaign duration:
The Rebel withdraw from the system in 10 turns. At the end of the 10 turns, whichever side has the most victory points wins.
Alternative turn/reinforcement rolls, fleet strength
Reinforcement (how many roll per turn)
6+1d6 x 10 turns
(enter: in Excel if
needed: =ROUND(RAND()*6,0)+6)
Empire
Turn 1
|
Turn 2
|
Turn 3
|
Turn 4
|
Turn 5
|
Turn 6
|
Turn 7
|
Turn 8
|
Turn 9
|
Turn 10
|
11
|
6
|
9
|
9
|
11
|
9
|
9
|
11
|
10
|
9
|
Rebel
Turn 1
|
Turn 2
|
Turn 3
|
Turn 4
|
Turn 5
|
Turn 6
|
Turn 7
|
Turn 8
|
Turn 9
|
Turn 10
|
12
|
11
|
11
|
7
|
9
|
7
|
8
|
8
|
7
|
11
|
Starting force (turn 0)
6+2d6 EMPIRE. Rolled 15
6+1d6
REBEL. Rolled 6
Each named system has: 1d6-1 garrison
Commanders
There are 6 commanders in each side. 4 REP 3, 1 REP 4 and 1 REP 5. Commander are assigned to ships. In case of battle with no named commander, fleet REP is "2" for the battle.
Empire:
Vice Admiral Von Evil: REP 5, Calling in Reserve. Once per battle, at a cost of 1 VP, Von Evil can call in 2 squadrons of gunboats (arrival in 1d3)
Rear Admiral Lowe Bot: REP 4
Commander Twilight Divergent: REP 3, Poor Charisma. -1 REP to breaking out tests, but also, if destroyed, it does not affect the fleet (no fleet-wide breaking out test)
Lieutenant Vladar Konnen: REP 3.
Captain Bobby Afeet: REP 3, Indecisive. Roll 2d6 every turn. If failed 0d6, no action this turn (no change of direction, may shoot only at enemy within close range)
Commander Van 'yti: REP 3, Greedy. Will always board a disabled enemy ship to loot (1 turn inactive)
Rebel:
Ridic Hulous: REP 3.
Capten Kerk: REP 3, Heavy Drinker. 2d6 at the beginning of the battle. If failed, -1 Morale to his unit for the rest of the battle as he is drunk
Poulp Atreide: REP 3, Figthing for Reputation. His ship always attack the other side flagship.
HAh Tim: REP 4.
Luke Frywalker: REP 3, Poor Attacker. When attacking, -1 REP
Itchy n' Scrachy : REP 5, Calling in Reserve. Once per battle, at a cost of 1 VP, Von Evil can call in 2 squadrons of X-wings (arrival in 1d3)
Scenario (on special tiles)
Scenario to play are standard Armada scenario, unless it is convoy (off map scenario), or a named tile with attached scenario.
Last Stand scenario
Goal:
Rebel has to destroy
all imperial spaceship. No escape allowed.
Victory conditions:
Rebel: if the Empire is destroyed or
routed: Empire VP + 2, otherwise, 0 (zero)
Empire: For every rebel spaceship
destroyed +1 VP,
Rebel deploys within 6
inch of one edge, all imperial fleet deploys in first turn.
Evacuation scenario
Goal:
Rebel has to evacuate
all hospitals spaceships. Imperial has to destroy or disable them.
Victory conditions:
Rebel: For every imperial spaceship
destroyed +1 VP, for every evacuated spaceship +2VP
Empire: For every rebel spaceship
destroyed +1 VP, for every disabled spaceship +2VP
Rebel
deploys space station in the middle, with 3 shuttle, 3 transports and 1
modified corvette and 2 small cargos. 1/2 starfighter can deploy at the
station. Rebel fleet will drop after turn 1. Roll 1d6 for arrival area. Rebel fleet may appear
right in the middle of an imperial strike force.
Each
hospital spaceship can leave the station on a roll of 6. Each turn, +1
(incremental) to the roll.
Imperial
fleet evenly deploy in 2 opposite corners.
Ambush scenario
Goal:
Rebel fleet is
ambushed by an imperial fleet.
Victory conditions:
Rebel: For every imperial spaceship
destroyed +1 VP
Empire: For every rebel spaceship
destroyed +1 VP
Rebel
deploys spaceships in the middle, all Starfighters but 1 squadon in hangars.
Imperial fleet arrive within 12 inch of the rebel fleet with all Starfighters
in hangars. First 2 turns to Imperial fleet.
Take and capture scenario
Goal:
Rebel and Imperial
fleet are looking to capture special cache of equipments. There are 7 cargos.
Victory conditions:
Rebel: For every imperial spaceship
destroyed +1 VP, for each container retrieved 3VP
Empire: For every rebel spaceship
destroyed +1 VP, for each container retrieved 3VP
Rebel and Imperial
fleet deploys in 2 opposite long edge.
Rebel deploys 3
shuttles and 1 YT 1400, Empire deploys 3 transports and 1 slave. Only these
ships can retrieve containers.
Destroy sat network
Goal:
Rebel must destroy
their sat network before the Empire can capture and analyse the information.
Victory conditions:
Rebel: For every sat destroyed +1 VP,
for each imperial spaceship destroyed 1VP
Empire: For every rebel spaceship
destroyed +1 VP, for sat retrieved 2VP
Rebel and Imperial
fleet deploys in 2 opposite long edge. Sat network of 1d12 sat are randomly
deployed. The space is littered with asteroids.
No comments:
Post a Comment